Released by : International Network of Crackers
Supplier    : The Cracksmith & Cool Hand
Cracker     : n/a
Packaged by : The Cracksmith
Thanx to    : Honus Wagner & Sought After

The Game Objection:
For purposes of play, it is the form and structure of the question that
count.  Experienced trial lawyers know that the way a question is asked is
often more important that its substance.  The key to this game is the ability
to recognize potential objections.  So if the form of the question suggests
that it may fall into one of the objection pigeonholes, you should object.

Do Not apply any rules of discretion.  Discretion is something that you
can argue about in court.  For example, most judges will allow leading
questions for non-material matters to move a trial along.  But for purposes
of play, you must object to all leading questions.  The purpose is to build
split-second recognition so that you will have the proper objection at your
fingertips when the need arises.  Your own experience in the courtroom will
tell you when and when not to use your newly developed skills.

Do not be surprised to see questions that a prosecutor would not
typically ask.  A prosecuting attorney, for example, would not normally
insult or argue with his or her own witness on direct examination.  In this
game, he does.  Also, You should object to privileged matters even though you
do not represent the witness on the stand.  REMEMBER, the purpose of the game
is to build lightening-fast reflex recognition of specific types of improper
questions, regardless of origin.

For the first two witness (Level 1 and Level 2), if you must make a
choice between a Hearsay objection and a Best Evidence Rule onjection, select
the latter.  At the higher levels of play, the Best Evidence Rules is
specifically waived (you will be told when this is to occur) so that the
game can develop and test you recognition of the critical exceptions to
the Hearsay Rule.  Without such a waiver, confusion would result with respect
to the documentary exceptions.

This past year, Heiress Sandra Stiff was Murdered during a New Year's
Eve Party that she tossed in her Beverly Hills Mansion.  A guest at the party,
whom we refer to only as "Defendant," has been charged with the murder.  You
will represent him.  He happens to be innocent.

The game opens as you enter the courtroom to begin the trial.  It is, of
course, the duty of the Prosecutor to prove beyond a reasonable doubt that
your client, the Defendant, is guilty of Sandra's murder.  He must do so by
questioning witnesses.  The questions will appear of your monitor, they may
be PROPER or OBJECTIONABLE.

PROPER QUESTIONS (and the witness' answers) will provide valuable
information and clues that you will need to advance from witness to determine
the identity of the real killer.  If you object to a proper question, you
will not be provided with the answer, even though the judge will overrule the
onjection.  Be Careful.

The facts contained in the IMPROPER (objectionable) questions are
designed to mislead and confuse you, as improper questions often do.  They
may suggest false information designed to lead you astray.  So once you have
appeared in the question.  The witness will not answer improper questions,
regardless of your selection.

Recognition, not memorization, is the key to advancement.  There are
thousands of different questions.  New facts and patterns of questions will
appear each time you play the game.

If you do well, you may advance to successive levels of play; there are
5.  A different witness is called to the stand each time that you advance to
a higher level.  Different witness is called to the stand each time that you
advance to a higher level.  Different types of questions will be asked at
each level.  At the end of each witness' testimony, if you have achieved enough
points, you will be asked some questions.  Correct answers will allow you to
advance.  One wrong answer will terminate play.

The critical facts will change from game to game;  there are
approximately 5,670,000 variations.  Therefore, guessing won't help.  The key
party guests include such people as Maid Mimi May, Lisa Lamborghini, Barfly
Betty, Virgin Debbie, Sneaky Pete, Benny The Bat, Salvatore The Hitman,
Princess Julie, Elephant Gun Fosmo, Loose Lilly, Snaky Sue, Lounge Lizard
Leroy, Harry The Mole, Kenny Karp, Harry The Knife, Spider Murphy, Senile Sam,
and Willie The Worm.

Higher Levels:

Those who are skillful enough to achieve Level 3 and higher will face a
new challenge.  The Best Evidence Rule ("B") has been waived; That's the good
news.  The bad news is that some proper questions may come in the form of
Hearsay Rule Exceptions.  For these questions, you should first hit 'Q' just
as you would for any proper question.  Then you will be prompted to strike
the number key that represents the best hearsay exception:

1. Former Testimony
2. Past Recollection Recorded
3. Declaration Against Interest
4. Admission of Confession
5. Prior Inconsistent Statement
6. Mental or Physical Condition
7. Dying Declaration
8. Spontaneous Declaration
9. Statement of Reputation
0. Business or Official Record

Objection Keys: for use during the whole game--

Q-Proper Question
A-Arguementative Question
B-Best Evidence Rule
C-Question calls for a Conclusion
F-Question assumes facts
H-Question calls for Hearsay
I-Question is Irrelevant/Immaterial
L-Question is Leading
M-Question is Multiple/Compound
P-Question calls for Privileged information
S-Question is Speculative
V-Question is Vague

NOTICE!:  If you have the time, resources, and motivation to be a Courier for
I.N.C, the BEST, Please contanct Sought After(INC Secretary/Courier
Coordinator) on any Felony Net board.  For a promt response, call
The Void!

Greets go out to :

U.S.A.     - How goes the search for crackers?
T.H.G.     - Looks like out competetion got split in two..
CoOp       - Any chance of seeing some docs on E.S.S.?
All others - I won't waste my time..

-=I N C=-    Quality     INC     Boards

t t  a   Star Frontiers    : 305-935-8834 - INC WHQ - Line Noise
e w o c  HoRS              : 703-406-8121 - CHQ - The Dark Knight
r o f k  Elm Street        : 214-407-1801 - Freddy Krueger
n r   e  Final Fantasy     : 713-568-5908 - Honus Wagner
a k  r   MidNight Oil I    : 214-298-4102 - The Reaper
t   e    MidNight Oil II   : 817-498-8153 - PathFinder
i   r    MidNight Oil III  : 214-PRI-VATE - INC Officers Club - Stykx & CH!
o   s    MidNight Oil IV   : 817-772-9320 - IUD WHQ - The Arsonist
n        The Void          : 313-981-3573 - The Grim Reaper
a        Splatter House    : 408-263-6806 - Bloody Butcher
l
and finally, give Electric Dreams & Wizards Palace a call
817-469-7007      214-471-1070
INC support/Newest Warez